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    Aarhus, Denmark, Denmark
  1. I have a different question regarding mechadendrites. Specifically the optical 'drite. It is described that it is also usable as a telescopic sight. Is that supposed to mean the weapon mod of the same name or simply meant as a pair of binoculars? I would argue that a weapon mod actually has to mounted on the weapon in order to grant the bonus it has. One exception would be if the techpriest also has a ballistic 'drite or shouldermounted weapon. But, as I would argue, you can't hold your pistol up in front the of the optical mechadendrite and then gain the bonus from a telescopic sight. What is the consensus on this?
  2. I really don't see a reason why you can't put any weapon (ranged) you want as a mechadendrite. We're currently engaged in a game of hivegangers vs. the hive where my players simply play criminals in Desoleums underhive. No inquisition or anything, just criminal scum. One of my players is a tech-priest (renegade tech-priest) and we've discussed at length how you could put a shotgun or stub automatic or autogun on a mechadendrite, because why the hell not? Talk it over with your DM/player and figure out what it is that you want to do. I'm willing to bet good money that somewhere out there in the 40k world there's a tech-priest walking around with a clockwork leg and a mechadendrite mounted Blunderbuss! Because why the fudge not?
  3. It's highly likely that an Inquisitor will be able to falsify such measures, or maybe someone who's there alot have a real oathcog, but is not bound by it. We have to remember with the Inquisition: "Thy masters will shall be the whole of the law". If you're there on official inquisitorial business, who cares what the local costums dictate? You're the inquisition, your word is the law! And if you're there on clandestine matters, well, the best forgeries are not forgeries at all. Right?
  4. In the first game I ran the acolytes would run into killsquads sent by the antagonists (logicians) who wore carapace armour and used modded autoguns. I didn't want the players to have these items so I put in a fail safe to ensure they wouldn't get them. With the death of the last killsquaddie small explosives would be triggered in the arms and armour they used, turning both into useless scrap. Or maybe you're in a hive and the guy with the awesome badass plasma pistol dies near a ledge and then proceeds to tumble to ground in such a manner that causes the weapon to fall over the ledge and be lost in the darkness below? Or if they're wearing armour and the acolytes slice them up, destroying the armour in the process?
  5. The (Un)Willing Heretics: (Ordo Hereticus) Your former Inquisitor stops by with mission he's been brewing for several years. A heretical cult dedicated to [insert random daemon/chaos god here] has been active for decades, if not centuries, in the sector and the inquistion has been unable to root them out. This cult is responsible for the inquistion declaring Exterminatus on at least one confirmed planet, and it seems one particuliar random hive world is headed in that direction also. So the Inquisitor, who is a truly devious and ruthless bastard decides that more "drastic" measures are required and gathers his most powerful and trusted throne agents around him (real catch prizes for the cult to corrupt) and has his pet psyker brainwash them into thinking they've become disillusioned with the Inquisition and Imperium and joins the forces of chaos and the cult in question. This was several years ago and the Inquisitor thinks it's finally time to hunt them down and learn all the juicy details they've accumulated in their forced heretical life. Enter the players whose job it is to perform that task.
  6. I'm actually using Hiveworld Piety for my game right now. It's a rather large Hive world with 5 major hives and a massive space station in orbit around the planet. The planet is currently embroiled in a civil war between the Imperial Governor and a large group of people believing he's an incompentent and despotic administrator at best and a corrupt cultist at worst. Incidentally he believes the same about the rebels. More sinister though, is the fact that the teachings of the local Schola Progenium has, for decades, been subverted by chaos cultists in such a subtle and unnoticable manner that several generations of graduates have been taught, and are now espousing heretical teachings to their subordinates. Another cult present on the world is a chaos cult dedicated to a chaos daemon corpse. Their goal is to create so much disruptions that the Inquisition has no choice but to burn the world to ashes thus granting more warp instability to bring back "The Corpse Daemon" Right now the Acolytes are infiltrating the planets Mental Asylum where a chaos crusader has taken control and is whipping all the crazies into a frenzy with weapons delivered from other cult cells. To make matters worse, the asylum also includes a departmento dealing with the criminally insane psykers (psykers are valuable resources)
  7. You could make it a real no-win scenario by having the daemon slowly corrupting soil and crops over centuries so that the daemon's rot would ever so slowly be spread to the entire population and beyond without people even knowing it. Enter the acolytes. They encounter the rot somewhere, anywhere, and will have to track down its origins while slowly realizing the sheer magnitude of the problem. If it's been going on for long enough that rot will have spread across ships, worlds, regiments, etc. without anyone noticing it.
  8. Especially combined with the "protect ally" dodge rule from Inquisitors Handbook which will allow the guardsman to swap places with the person s/he is designated to protect. Of couse, this expanded rule will also work for the assassin, but the guardsman, as mentioned is usually better capable of soaking damage.
  9. Well sure, it might not ruin the game that a player kills another player, but then again it can create conflicts between the players themselves. We have, unfortunately, a bad experience with this happening in our group and while the "victim" in that case most certainly overreacted to the killing of his character by another player (especially when you consider that I tried to kill EVERYONE just minutes earlier, resulting in my own death) we do strive to not let it happen. There's also the Gamemaster to consider. We mostly play our own adventures, so we try not to deviate too far (some leeway is certainly allowed, this isn't a railroad!) from what the GM has prepared for the session. The Gamemaster killing players, however….
  10. I'm pretty much a onetrack mind about this. Unless it's an actual part of the scenario, player versus player combat is strictly forbidden. No ruining the game for the other players!
  11. You know how "The more things change, the more they stay the same"? Or, you could be REALLY mean and subscribe Fral's continuing luck to be from a Daemon that has set its sight on him.
  12. I agree with Darth Smeg, you should err on the side of caution and award both corruption and insanity points. Just because you can!
  13. With regards to awarding fatepoints/experience points I generally look to the original Warhammer Fantasy RPG publication from Hogshead for guidance. It writes about experience points that killing 200 goblins doesn't really teach you anything aside from how wimpy goblins are. The same goes here. I would not award fatepoints because a player thinks they deserve it. Defeating a CSM is not, in my opinion, an impossible task. It's difficult, yes, but with the proper planning, use of abilities and some luck, it can be pulled off quite expertly, as your players demonstrated. This deserves an extra XP award, not fatepoints! The reason why this would deserve xp and slaughtering 200 gobbos is because this has actually taught the players a very valuable lesson. Preparation is key! With regards to Fatepoint I like IdOfEntitys method. Fatepoints should be awarded for doing something truly impressive, just remember the flipside of the coin. You may get a fatepoint, but you may also gain enemies, like the arbitrator mentioned in IdOfEntitys example.
  14. There's nothing wrong with changing details to suit the flow of the story. In this case I would stick to what was planned already. Let the players learn the lesson that just because they think one thing it doesn't mean that this is actually so. This can also easily come back to bite them, hard, in the ass in a later adventure.
  15. I ran my dead space adventure, which ended last week, on the premise that the Logicians Heretek cult were trying to create a new type of supersoldiers by combining human and genestealer DNA to create an army that could move fast, communicate via hivemind and recuperate losses and injuries in record speed. So, there's practically no end to what you can do with a setup such as that. It also gives a perfect excuse for bringing in the Acolytes as tampering with the holy human form is considered outright blasphemy by the Imperial Cult.
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